matterbabydeluxe
Member
Love a lot about deadlock but one thing that is disappointing is that most weapons are fairly similar. Not a lot of slow-firing, high impact weapons are available. That being said, it does seem unfair if a character were to have that kind of option immediately. My idea of a healthy compromise is introducing a few purchasable orange items that can be used to temporarily fire an alternative weapon. None of these weapons should receive benefits from + ammo, and the ammo should work on a charge system similar to the existing charge system for spells. All suggested items are orange items.
(Tier 2) Lone Drake: A grenade launcher that can be pulled out to fire a single grenade. It explodes on direct contact with an enemy or after .3 seconds resting on the ground. There is a short radius where it can hit and apply knockback (doing bullet damage,) and a larger radius that applies a burning effect (spirit damage.) It goes on cooldown after.
(Tier 4) Arsenal Drake: an upgraded version of the Lone Drake with more ammo, a larger aoe for the burn effect, and increased spirit scaling on its damage. 5 Grenades can be fired before it is put away/goes on cooldown. Fire rate has little to no effect on Arsenal Drake.
(Tier 3) Armor-Breaker: A cross-bow that applies a .2 second slow on hit and reduces enemy physical armor for 3 seconds after hitting. Subsequent hits can stack up to 3 stacks, and a headshot provides 2 stacks. The projectile is fast but small and can pierce multiple targets. This weapon has three total ammo.
(Tier 2) Lone Drake: A grenade launcher that can be pulled out to fire a single grenade. It explodes on direct contact with an enemy or after .3 seconds resting on the ground. There is a short radius where it can hit and apply knockback (doing bullet damage,) and a larger radius that applies a burning effect (spirit damage.) It goes on cooldown after.
(Tier 4) Arsenal Drake: an upgraded version of the Lone Drake with more ammo, a larger aoe for the burn effect, and increased spirit scaling on its damage. 5 Grenades can be fired before it is put away/goes on cooldown. Fire rate has little to no effect on Arsenal Drake.
(Tier 3) Armor-Breaker: A cross-bow that applies a .2 second slow on hit and reduces enemy physical armor for 3 seconds after hitting. Subsequent hits can stack up to 3 stacks, and a headshot provides 2 stacks. The projectile is fast but small and can pierce multiple targets. This weapon has three total ammo.